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author | Martin Kiewitz | 2016-02-03 02:40:01 +0100 |
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committer | Martin Kiewitz | 2016-02-03 02:40:01 +0100 |
commit | 34117170f2955e854a93925a652af37575361b44 (patch) | |
tree | f63d6592f41195be8999ce8101c3e0e15d8cb6d0 /engines/agi/op_test.cpp | |
parent | 778c1ddb69bb45b6992fdc9b8fff6b2c8d3e22ac (diff) | |
download | scummvm-rg350-34117170f2955e854a93925a652af37575361b44.tar.gz scummvm-rg350-34117170f2955e854a93925a652af37575361b44.tar.bz2 scummvm-rg350-34117170f2955e854a93925a652af37575361b44.zip |
AGI: Change cycle delay handling, seems to fix GR
Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
Diffstat (limited to 'engines/agi/op_test.cpp')
-rw-r--r-- | engines/agi/op_test.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/agi/op_test.cpp b/engines/agi/op_test.cpp index c99d2f92ac..4b215edc63 100644 --- a/engines/agi/op_test.cpp +++ b/engines/agi/op_test.cpp @@ -127,7 +127,7 @@ void condHaveKey(AgiGame *state, AgiEngine *vm, uint8 *p) { } // we are not really an inner loop, but we stop processAGIEvents() from doing regular cycle work by setting it up vm->cycleInnerLoopActive(CYCLE_INNERLOOP_HAVEKEY); - uint16 key = vm->processAGIEvents(false); // also no delay + uint16 key = vm->processAGIEvents(); vm->cycleInnerLoopInactive(); if (key) { debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", key); |